The beginning of Divine Right takes place over 40 years ago, and its continued popularity is a testament to the game's solid design, deep mythos, and great characters. Glenn shared his design notes and the fascinating history of Divine Right with us, so prepare to enter the turbulent world of Minaria from the very start. (Part 2 here.)
DR2: The 25th-Anniversary Edition
Divine Right lay fallow for a long time,
but the collector price grew appreciably—copies going for $200 apiece were not
unusual. A couple of possibilities developed for computer versions of DR,
but both fell through.
As of May 1994, Divine Right seemed to have a chance of rebirth with a game company
called Excalibre in Ontario, Canada. Its president called me, saying that he’d
been hearing for years how gamers wanted the return of Divine Right. He therefore inquired whether I was interested in a
DR reprint. I was very much interested, in fact, and said that I had a lot more
material that I had roughed out over the years and that might be worked into a
new edition. Revision and expansion sounded fine to Excalibre, and I was
encouraged to let my imagination run free. Thereafter, I worked off and on
(mostly on) for four years, coming up with an extensive expansion of both DR and
Scarlet Empire.
By late 1997, alas, it became clear that the
Excalibre project was not going to go ahead, and I saw no choice except to
terminate the contract as of late 1998.
While disappointed at the turn of events, the
time-consuming revision of DR that had ensued had not exactly been wasted. The
mythos of Minaria had become much richer with the introduction of many more
plot elements and characters. The work had been worth doing, and Ken and I at
least had a playtest copy that was fit to present to a publisher. In
retrospect, it’s hard to see how four years could have been better spent.
How true this was became clear in the first part
of 2001, when I received an unexpected call from Shawne Kleckner, president of
The Right Stuf International in Des Moines, IA. He wanted to know whether Divine Right was currently available for
republication. I told him that it was, pointing out that it had undergone a
good deal of revision over the last two decades. The upside of DR’s expansion
was that we could offer him the choice of publishing either the classic game or
the new updated version. Even though Right Stuf was a video-import house and
not a game company, Shawne had been fascinated by Divine Right from his first acquaintance with it and thought that
the game would be a good product for Right Stuf, as its long-awaited revival
would be a service to the game community.
Shawne called back a week later with a definite
offer. He wanted to call the Right Stuf publication the “25th Anniversary
Edition,” which at that time would be accurate only if one dated the design
from the earliest prototypes. Ken and I signed shortly after. We worked hard at
polishing rules to final form and in revising and expanding the Minarian
Legends. The game was printed and ready to ship by the end of 2001.
Over the next few months, the congenial Shawne
Kleckner and his sister, Kris, impressed us with their enthusiasm for the
project.
The Stormriders
Even while Ken and I were still working on DR2,
I had believed that Scarlet Empire
might never be published. I wanted fans who bought DR2, though, to have the
excitement of having the whole of Minaria engaged against a single powerful
foreign invader, even if this invader could not be the
Scarlet Witch King. It would be necessary for the invader not to have an
in-play hinterland of his own. I decided to use a sort of Genghis Khan-type of
intruder to stand in for the nefarious Scarlet Witch King.
My first choice for their name had been “the
Storm Bringers” or “the Flame Bringers,” but author Michael Moorcock had first
dibs on those names. While names, technically, cannot
be copyrighted, I had no reason to step on Mr. Moorcock’s toes. The first
fallback name for my marauders was “Stormriders,” a term that was used
variously in stories and movies and so seemed to be available for fair use. So
that is the name I used.
It was not hard to introduce faux Mongols into
DR2. Already I had worked out rules for a similar type, the Eastern Horsemen
(which remedied the lamentable lack of barbarians on that huge eastern border
of Minaria). These lesser barbarians were suggestive of the Huns, Turks, and
Magyars that perplexed Eastern and Central Europe in the Middle Ages before the
Mongol explosion.
Historically, the Mongols suddenly arrived as
strangers into Europe, as steppe nomads tended to do. They seemed bent on
savage war and conquest, although there had been no real causus belli and, up to then, no significant interaction between
the Continent and Mongolia. To guide the martial actions of the group that I
called “the Stormriders,” I adapted the rules already crafted for the Scarlet
Empire. They were moderately modified to fit the slightly different
circumstances. These borrowed rules are to be seen in particular in the
Minarian vassal rules.
The author looks forward to the continuing possibility of some future Scarlet Empire release. If current plans bear out, it is not impossible that the victorious Stormriders will clash at the borders of Girion with a primed and ready Scarlet Witch King, and two evil empires will send their elite minions and dejected vassals into monumental battles in many lands and climates.
DR2B
When DR2 arrived, Ken and I were surprised to
find that the product differed greatly from our design. Things had been changed
and added without the opportunity for the designers to advise. And the changes
had been bold and risky: some old DR1 rules had been restored without being
integrated smoothly with the rest of the rules as they stood after revision.
This resulted in the problems that were cited by some buyers. I offered an
errata to address the worst of the problems, and the Kleckners posted it on
their company’s website. The errata collection is considered to be the
DR2B edition, a supplement to what we thereafter would refer to as DR2A.
Another unfortunate aspect of the development
was that the recommended color scheme for the counters and map had not been
followed. The changes were not always aesthetically or practically pleasing.
Some of the new hues were printed too dark or too garish, as in the kingdoms of
Zorn (dark purple) and Pon (dark red). Another surprise was that Right Stuf’s
designers had decided to print all non-kingdom counters in black and white.
Also, the counter sheets were not die-cut but only perforated and not very deeply,
making it hard to get a good, clean separation.
On the other hand, Shawne had been interested in
the history of the design and included a CD that contained PDF files of early
game parts, as well as the complete Minarian Legends. Another feature of the CD
was printable archive files of all the counters, allowing the purchaser to
print quality replacements as needed.
While mistakes had been made in the DR2A
edition, the creators were determined not to let the perfect gainsay the good
and did all they could to support DR2B. At first, the publisher had hopes that
the market would support a release of the companion game, Scarlet Empire. Alas, due to apparent difficulties encountered by
The Right Stuf, on which I can’t elaborate because we were not well briefed on
this aspect of the project, the company decided that one game was enough. The
option on Scarlet Empire was allowed
to lapse quietly, and The Right Stuf made no request for its extension.
DR2C and DRX
Many fans were unhappy with the problem-ridden rules
of DR2A and even with the DR2B supplement. Stan Rydzewski, a fan with a flair
for technical writing, contacted me about doing a new edition of rules, one
that would include a few new counters I had belatedly come up with and the
graceful integration of the errata into the body of the rules. Also, for a
period of months, Stan asked many insightful questions that further improved
the game. The documents that came to be known as “Stan’s rules” were
posted on the Yahoo DR site in 2002. We consider that to be the DR2C
edition.
But DR2C had no index, so another fan of
considerable writing ability stepped forward, J. McCrackan. He added an
index and made additional suggestions for revision. I received an
individual copy, but this was just the groundwork for the full version of the
current DRX edition, which has been revised through the processing of thousands
of intelligent questions from J and other players. J also fully
reorganized the rules and introduced the labeling of optional rules by numbers
of hierarchical complexity—a good idea that makes rules consultation
easier. What’s more, many additional counters have been added to the game,
such as traitors, priests, jesters, and others. Some players are adamant
about sticking to DR1, but those who consider the sky the limit for the game
will value J’s rules, I have no doubt.
Elements of a Classic Game
As I have said, Divine Right has been called a classic. This is something every
designer wants to hear, but what goes into making a classic? At the outset,
Kenneth and I were simply looking to achieve a lively, playable,
fantasy-military system. By the indefinable chemistry of such things, we had
worked out a straightforward military-political-diplomatic engine that was able
to support both a subtlety of strategy and lots of rapid action. The system
also turned out to have a remarkable flexibility that allowed a large array of
special options to be introduced as add-ons. These options, such as the special
mercenaries and the magic items, convey much of the colorful and madcap spirit
of things Minarian.
Over the years, the designers have had time to
reflect upon those elements that have led to DR’s enduring popularity. It seems
to this writer that the most successful fantasy games are those that skillfully
distill the ideas presented by a imaginative novelist. SPI’s War of the Ring and Chaosium’s Elric! and Stormbringer are two such games. Worlds created specifically for
board games, by and large, have been famously disappointing. Avalon Hill’s Dark Emperor and White Dwarf’s Demon Lord, to name but two, offered
many characters and much magic, but they failed to engage the imagination.
SPI’s Swords and Sorcery, full of bad
jokes and patronizing apologies for the fantasy genre, suggested that SPI,
mostly a modern-armor company, was out of tune with a growing part of its
customer base. This base was being schooled in fantasy role playing and tended
to be attracted to the idea of mythic heroism. When such gamers found what
they were looking for, they responded well, and we still hear from
enthusiastic people who discovered Divine
Right at the close of the Seventies.
Why were there not more and better military fantasy board games? It seems that these were not the most market-successful kind. Why not? The publishers tended to blame the genre itself instead of their poor presentation of it. White Bear, Red Moon (retitled Dragon Pass and re-released by Avalon Hill) is a notable exception to the board-game-without-a-novel; in fact, it became the inspiration for a successful role-playing release, RuneQuest. The latter also was picked up by Avalon Hill. That Chaosium president Greg Stafford was a fantasy editor/writer in the semi-pros may not be irrelevant. A memorable fantasy board game has to be built like a good story, utilizing character, atmosphere, and situation.
Divine Right Games is proud to be part of the next chapter in the story
of this classic game with the forthcoming Divine Right classic collector's
edition.